
The global market for Location-based Entertainment was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
The location-based entertainment market refers to the segment of the entertainment industry that offers interactive and immersive experiences to consumers at physical venues. These venues can include theme parks, amusement parks, escape rooms, virtual reality arcades, live-action experiences, and more.
One of the key drivers of the location-based entertainment market is the desire for unique and immersive experiences that cannot be replicated at home or through traditional media. These venues often utilize advanced technologies such as virtual reality (VR), augmented reality (AR), motion tracking, and 3D projection to create highly engaging and interactive experiences.
The market is also driven by the increasing popularity of experiential entertainment among consumers. People are seeking out memorable and interactive experiences, and location-based entertainment provides exactly that. These experiences are often shared on social media, generating further interest and driving more people to visit these venues.
Furthermore, the location-based entertainment market is continually evolving and innovating. As technology advances, new and more immersive experiences are being developed, attracting a wider audience. VR arcades, for example, are becoming increasingly popular as they allow individuals to experience virtual worlds and games in a social and interactive setting.
The COVID-19 pandemic has had a significant impact on the location-based entertainment market. Many venues had to temporarily close or limit their operations due to lockdowns and social distancing measures. However, as restrictions ease, there is expected to be a strong rebound in demand as people seek out entertainment experiences outside their homes.
Overall, the location-based entertainment market is a dynamic and growing sector that offers consumers unique, immersive, and interactive experiences. With constant innovation and advancements in technology, this market is expected to continue to expand and attract a diverse range of consumers.
This report aims to provide a comprehensive presentation of the global market for Location-based Entertainment, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Location-based Entertainment.
The Location-based Entertainment market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Location-based Entertainment market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Location-based Entertainment companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
BidOn Games Studio
Dimension
HQSoftware
IMAX CORPORATION
Neurogaming
TESLASUIT
SpringboardVR
Samsung Electronics
Vicon Motion Systems
Vrstudios
VR Electronics
Segment by Type
2-Dimensional Location-based Entertainment
3-Dimensional Location-based Entertainment
Segment by Application
Amusement Parks
Arcade Studios
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Location-based Entertainment company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Location-based Entertainment Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 2-Dimensional Location-based Entertainment
1.2.3 3-Dimensional Location-based Entertainment
1.3 Market by Application
1.3.1 Global Location-based Entertainment Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Amusement Parks
1.3.3 Arcade Studios
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Location-based Entertainment Market Perspective (2020-2031)
2.2 Global Location-based Entertainment Growth Trends by Region
2.2.1 Global Location-based Entertainment Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Location-based Entertainment Historic Market Size by Region (2020-2025)
2.2.3 Location-based Entertainment Forecasted Market Size by Region (2026-2031)
2.3 Location-based Entertainment Market Dynamics
2.3.1 Location-based Entertainment Industry Trends
2.3.2 Location-based Entertainment Market Drivers
2.3.3 Location-based Entertainment Market Challenges
2.3.4 Location-based Entertainment Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Location-based Entertainment Players by Revenue
3.1.1 Global Top Location-based Entertainment Players by Revenue (2020-2025)
3.1.2 Global Location-based Entertainment Revenue Market Share by Players (2020-2025)
3.2 Global Location-based Entertainment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Location-based Entertainment Revenue
3.4 Global Location-based Entertainment Market Concentration Ratio
3.4.1 Global Location-based Entertainment Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Location-based Entertainment Revenue in 2024
3.5 Global Key Players of Location-based Entertainment Head office and Area Served
3.6 Global Key Players of Location-based Entertainment, Product and Application
3.7 Global Key Players of Location-based Entertainment, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Location-based Entertainment Breakdown Data by Type
4.1 Global Location-based Entertainment Historic Market Size by Type (2020-2025)
4.2 Global Location-based Entertainment Forecasted Market Size by Type (2026-2031)
5 Location-based Entertainment Breakdown Data by Application
5.1 Global Location-based Entertainment Historic Market Size by Application (2020-2025)
5.2 Global Location-based Entertainment Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Location-based Entertainment Market Size (2020-2031)
6.2 North America Location-based Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Location-based Entertainment Market Size by Country (2020-2025)
6.4 North America Location-based Entertainment Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Location-based Entertainment Market Size (2020-2031)
7.2 Europe Location-based Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Location-based Entertainment Market Size by Country (2020-2025)
7.4 Europe Location-based Entertainment Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Location-based Entertainment Market Size (2020-2031)
8.2 Asia-Pacific Location-based Entertainment Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Location-based Entertainment Market Size by Region (2020-2025)
8.4 Asia-Pacific Location-based Entertainment Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Location-based Entertainment Market Size (2020-2031)
9.2 Latin America Location-based Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Location-based Entertainment Market Size by Country (2020-2025)
9.4 Latin America Location-based Entertainment Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Location-based Entertainment Market Size (2020-2031)
10.2 Middle East & Africa Location-based Entertainment Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Location-based Entertainment Market Size by Country (2020-2025)
10.4 Middle East & Africa Location-based Entertainment Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 BidOn Games Studio
11.1.1 BidOn Games Studio Company Details
11.1.2 BidOn Games Studio Business Overview
11.1.3 BidOn Games Studio Location-based Entertainment Introduction
11.1.4 BidOn Games Studio Revenue in Location-based Entertainment Business (2020-2025)
11.1.5 BidOn Games Studio Recent Development
11.2 Dimension
11.2.1 Dimension Company Details
11.2.2 Dimension Business Overview
11.2.3 Dimension Location-based Entertainment Introduction
11.2.4 Dimension Revenue in Location-based Entertainment Business (2020-2025)
11.2.5 Dimension Recent Development
11.3 HQSoftware
11.3.1 HQSoftware Company Details
11.3.2 HQSoftware Business Overview
11.3.3 HQSoftware Location-based Entertainment Introduction
11.3.4 HQSoftware Revenue in Location-based Entertainment Business (2020-2025)
11.3.5 HQSoftware Recent Development
11.4 IMAX CORPORATION
11.4.1 IMAX CORPORATION Company Details
11.4.2 IMAX CORPORATION Business Overview
11.4.3 IMAX CORPORATION Location-based Entertainment Introduction
11.4.4 IMAX CORPORATION Revenue in Location-based Entertainment Business (2020-2025)
11.4.5 IMAX CORPORATION Recent Development
11.5 Neurogaming
11.5.1 Neurogaming Company Details
11.5.2 Neurogaming Business Overview
11.5.3 Neurogaming Location-based Entertainment Introduction
11.5.4 Neurogaming Revenue in Location-based Entertainment Business (2020-2025)
11.5.5 Neurogaming Recent Development
11.6 TESLASUIT
11.6.1 TESLASUIT Company Details
11.6.2 TESLASUIT Business Overview
11.6.3 TESLASUIT Location-based Entertainment Introduction
11.6.4 TESLASUIT Revenue in Location-based Entertainment Business (2020-2025)
11.6.5 TESLASUIT Recent Development
11.7 SpringboardVR
11.7.1 SpringboardVR Company Details
11.7.2 SpringboardVR Business Overview
11.7.3 SpringboardVR Location-based Entertainment Introduction
11.7.4 SpringboardVR Revenue in Location-based Entertainment Business (2020-2025)
11.7.5 SpringboardVR Recent Development
11.8 Samsung Electronics
11.8.1 Samsung Electronics Company Details
11.8.2 Samsung Electronics Business Overview
11.8.3 Samsung Electronics Location-based Entertainment Introduction
11.8.4 Samsung Electronics Revenue in Location-based Entertainment Business (2020-2025)
11.8.5 Samsung Electronics Recent Development
11.9 Vicon Motion Systems
11.9.1 Vicon Motion Systems Company Details
11.9.2 Vicon Motion Systems Business Overview
11.9.3 Vicon Motion Systems Location-based Entertainment Introduction
11.9.4 Vicon Motion Systems Revenue in Location-based Entertainment Business (2020-2025)
11.9.5 Vicon Motion Systems Recent Development
11.10 Vrstudios
11.10.1 Vrstudios Company Details
11.10.2 Vrstudios Business Overview
11.10.3 Vrstudios Location-based Entertainment Introduction
11.10.4 Vrstudios Revenue in Location-based Entertainment Business (2020-2025)
11.10.5 Vrstudios Recent Development
11.11 VR Electronics
11.11.1 VR Electronics Company Details
11.11.2 VR Electronics Business Overview
11.11.3 VR Electronics Location-based Entertainment Introduction
11.11.4 VR Electronics Revenue in Location-based Entertainment Business (2020-2025)
11.11.5 VR Electronics Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
BidOn Games Studio
Dimension
HQSoftware
IMAX CORPORATION
Neurogaming
TESLASUIT
SpringboardVR
Samsung Electronics
Vicon Motion Systems
Vrstudios
VR Electronics
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*If Applicable.
